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What is the best way to attack this book as a graphics programming beginner (but with plenty of C++ experience)? I saw several people praise it a while back in HN and took a cursory look. It seemed complete and thoroughly explained but missing examples or "checkpoints" along the way where I could turn around and test what I had been building.


One option is to dive in with Peter Shirley's ray tracing intros linked at the top of http://www.realtimerendering.com/raytracing.html

These will get you a quick overview and get something rendering. PBRT is a great follow up to really understand the physical underpinnings and get more into the theory of how to do things correctly and efficiently.


Fantastic! Thanks for the suggestion.


The new Real Time Rendering book is good. Also, the sidebar of https://www.reddit.com/r/opengl/ has good tutorials




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